## Summary
Automatic controller assignment for Eden, aimed at couch co-op and handheld PCs (Steam Deck,
Legion Go, ROG Ally, AYN Odin), plus a set of fixes for running Eden in Steam's Game Mode
(gamescope) and under Steam Input.
## Controller Assignment Handler
Settings > Controls gains a **Controllers** tab. The handler is a segmented choice:
| Handler | Behaviour |
|---|---|
| **Modern Console** | Automatic: each controller that connects becomes the next player (up to 8). |
| **Manual** (default) | Players are set in each player's tab, as before. Its Controller Applet choice: **Disabled**, **Custom Frontend** or **Real Hardware** (the console's own applet, LLE). |
Under Modern Console, **Portable Handheld Gaming Device with Built-in Controller** (on/off)
makes external controllers take the players first, with the handheld's own controls used only
when none is connected.
In the automatic modes:
- Players follow their controllers across reconnects: a controller that leaves keeps its player
for 45 seconds and takes it back when it returns. Each controller keeps its own mappings when
it changes player, for the session.
- At most eight players; a ninth controller waits until a player is free.
- The user's saved controller setup is never rewritten; remaps made in the Controls tab last for
the session, and input profiles are what persist.
- Input profiles can be picked or removed per player, from the Controllers tab or each player tab.
- A controller whose player has no controller mappings (a fresh setup) gets its default mapping.
A DSU (cemuhook) motion binding from the manual setup is kept, for handhelds whose own gyro
needs it.
## Gameplay options
- **Pause When a Controller Disconnects** (on by default): the game pauses when a player's
controller is turned off, or has been gone for 3 seconds, and resumes when a controller takes
that player again. Pressing + on another controller goes on without it.
- **Use Any Controller as Joy-Cons**: a game that only takes Joy-Cons gets them automatically
(dual, or a single sideways one with the buttons arranged to fit).
- **Button Layout**: By Position or By Label, for Xbox and PlayStation style controllers.
- **Player Lights**: controllers that have them show their player number.
## Controllers tab and player tabs
- Connected Players: each player with its controller and battery, profile picker, Swap, Config,
Turn Off (Bluetooth), reorder arrows, drag to swap, and click to rumble. Controllers can be
given a name for the session.
- Assign Handheld Controller: auto-detect, or pick/Identify the handheld's own pad.
- P1-P8 tabs show each player's battery and can be dragged or moved with arrows to change the
player order.
- In Modern Console the Controllers and player tabs use a modern card layout that follows the
light and dark themes, including the system's dark mode (macOS).
## On-screen display
- **Controller Overlay** (View menu, Ctrl+Shift+V): players, their controllers and batteries,
and each player's recent buttons, including stick moves (LS/RS) and clicks (L3/R3). How many
inputs are kept and for how long can be set.
- **Controller Hints**: names a controller in the bottom-left corner when it joins or leaves
a player, and says when the game pauses for a disconnected one. Works without the overlay.
Both are drawn into the presented frame as crisp overlay panels (not scaled with the game, not
in screenshots), so they show inside gamescope.
## Steam Input and gamescope fixes
- **Native gyro under Steam Input.** Steam's virtual pads carry no motion sensors. Eden now opens
the real motion-capable controller behind each virtual pad for its sensors only (Steam Deck,
Steam Controller incl. the 2026 model, Sony, Nintendo), and turns on the Deck's IMU, which
Steam keeps off unless the layout uses the gyro. No DSU server or Steam layout change needed.
- **Bypass Steam Input** (Controllers tab, shown when launched through Steam): Eden opens the
real controllers itself instead of Steam's virtual pads.
- **Controller identity under Steam.** All virtual pads share one GUID and Steam moves physical
controllers between them; controllers are tracked by their Steam handle and slot instead.
- **Handheld detection under Steam.** The Deck's own controls are recognised behind Steam Input
without mistaking standalone controllers (e.g. the Steam Controller) for them.
- **Windows no longer rescale on hover in Game Mode.** gamescope scales a window to fit the
screen together with any tooltip reaching past it, so the main window and Settings grew and
shrank on hover. Under gamescope they now fill the screen.
- **VSync modes in Game Mode.** gamescope offers only some present modes, so Immediate and FIFO
Relaxed vanished silently. They are now listed greyed out with a tooltip pointing to Steam's
Disable Frame Limit and Allow Tearing settings.
- **Stick range testers on small screens.** The controller drawing scales down to fit on
800-pixel screens instead of cutting off the stick range circles.
- **Midnight Blue themes.** A hovered menu-bar item is readable again, and hovered tabs no longer
change size (which made the Settings tabs shake).
## Fixes
- Crash when HID received a controller update before NPad's applet resource was set up.
## Testing
Tested on a Steam Deck (Desktop and Game Mode, direct and Steam launches) with Xbox
controllers, plus a stress test with up to 10 virtual controllers connecting, disconnecting and
pressing at random in both automatic modes (no assignment errors, never more than 8 players,
disconnect pauses resume as expected).
## AI disclosure
Developed with Claude Opus 5.5 (implementation and debugging). I reviewed, tested and can
explain every change.
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md).
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
---
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4583
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Replaces all instances of ankerl's unordered map/set with boost's
`unordered_flat_*` classes. This uses std::hash since boost::hash is
actually a lot slower.
Also adds an abstraction layer in `Common` so future changes are quicker
and easier.
Other implementation details:
- ankerl provided hash specializations for tuple and pair, so those were
ported here
- std::erase_if doesn't work on boost, so just used the ADL'd erase_if
This should be about equal or superior performance as unordered_dense for everything except iteration.
Signed-off-by: crueter <crueter@eden-emu.dev>
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
-------------------
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4326
Reviewed-by: Lizzie and Samuel <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
mainly doing this to reduce memory footprint; we all know how nice ankerl::unordered_dense is
in theory 4x faster - in practice these maps arent that "hot" anyways so not likely to have much perf gained
i just want to reduce mem fragmentation to ease my porting process, plus it helps other platforms as well (ahem weak Mediatek devices) :)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3442
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
[REUSE] is a specification that aims at making file copyright
information consistent, so that it can be both human and machine
readable. It basically requires that all files have a header containing
copyright and licensing information. When this isn't possible, like
when dealing with binary assets, generated files or embedded third-party
dependencies, it is permitted to insert copyright information in the
`.reuse/dep5` file.
Oh, and it also requires that all the licenses used in the project are
present in the `LICENSES` folder, that's why the diff is so huge.
This can be done automatically with `reuse download --all`.
The `reuse` tool also contains a handy subcommand that analyzes the
project and tells whether or not the project is (still) compliant,
`reuse lint`.
Following REUSE has a few advantages over the current approach:
- Copyright information is easy to access for users / downstream
- Files like `dist/license.md` do not need to exist anymore, as
`.reuse/dep5` is used instead
- `reuse lint` makes it easy to ensure that copyright information of
files like binary assets / images is always accurate and up to date
To add copyright information of files that didn't have it I looked up
who committed what and when, for each file. As yuzu contributors do not
have to sign a CLA or similar I couldn't assume that copyright ownership
was of the "yuzu Emulator Project", so I used the name and/or email of
the commit author instead.
[REUSE]: https://reuse.software
Follow-up to b2eb103829
The base playback system supports up to 8 controllers (specified by `PLAYER_NUMBER` in `tas_input.h`), which all change their inputs simulataneously when `TAS::UpdateThread` is called.
The recording system uses the controller debugger to read the state of the first controller and forwards that data to the TASing system for recording. Currently, this process sadly is not frame-perfect and pixel-accurate.
Co-authored-by: Naii-the-Baf <sfabian200@gmail.com>
Co-authored-by: Narr-the-Reg <juangerman-13@hotmail.com>
Abstracts most of the input mechanisms under an InputSubsystem class
that is managed by the frontends, eliminating any static constructors
and destructors. This gets rid of global accessor functions and also
allows the frontends to have a more fine-grained control over the
lifecycle of the input subsystem.
This also makes it explicit which interfaces rely on the input subsystem
instead of making it opaque in the interface functions. All that remains
to migrate over is the factories, which can be done in a separate
change.
Changes the interface as well to remove any unique methods that
frontends needed to call such as StartJoystickEventHandler by
conditionally starting the polling thread only if the frontend hasn't
started it already. Additionally, moves all global state into a single
SDLState class in order to guarantee that the destructors are called in
the proper order
* Joystick hotplug support (#4141)
* use SDL_PollEvent instead of SDL_JoystickUpdate
Register hot plugged controller by GUID if they were configured in a previous session
* Move SDL_PollEvent into its own thread
* Don't store SDLJoystick pointer in Input Device; Get pointer on each GetStatus call
* Fix that joystick_list gets cleared after SDL_Quit
* Add VirtualJoystick for InputDevices thats never nullptr
* fixup! Add VirtualJoystick for InputDevices thats never nullptr
* fixup! fixup! Add VirtualJoystick for InputDevices thats never nullptr
* Remove SDL_GameController, make SDL_Joystick* unique_ptr
* fixup! Remove SDL_GameController, make SDL_Joystick* unique_ptr
* Adressed feedback; fixed handling of same guid reconnects
* fixup! Adressed feedback; fixed handling of same guid reconnects
* merge the two joystick_lists into one
* make SDLJoystick a member of VirtualJoystick
* fixup! make SDLJoystick a member of VirtualJoystick
* fixup! make SDLJoystick a member of VirtualJoystick
* fixup! fixup! make SDLJoystick a member of VirtualJoystick
* SDLJoystick: Addressed review comments
* Address one missed review comment